Friday, December 14, 2012

Campaigns I'd Like To Run: The Star Harvest

First off, sorry it's been so long since I updated. I've had lots of fun freelance RPG work that's kept me busy. 

So anyway, we're in pitch season again in our Tuesday group. I like to write pitches as movie trailers.

This'd be Marvel Heroic Roleplaying, using a hodgepodge of various RPG stuff for source material. (The ION Guard, some Vigilance Press stuff, and stuff I'd lift from the upcoming Annihilation sourcebooks.)

Cue John Williams Music

EXTERIOR, SPACE: Computer sounding voice over.

VOICE OF ION PRIME: For millions of years, the ION Guard have protected the universe from cosmic threats.

PANS DOWN to see the artificial world ION PRIME. It's the size of a small moon surrounded by an orbiting ring of linked towers. There are small golden dots flying around, members of the ION Guard.

ION PRIME: In that time, they have never been defeated.

Swarming into space are the insectoid ships of The Star Harvest.

A space battle ensues, with the ION Guard flying up to meet the Hive Ships. The sky is full of explosions and beams of golden light.

ION PRIME: Until now.

On the surface of Ion Prime, the once proud citadel of the Ion Guard is in ruins. A handful of Guardsmen are looking around, shell-shocked.

CUT TO Space, the Harvesters on the move, cutting through the defenses of the LOKK Empire's warships. Cut to interior of one of the ships. The LOKK are a cloned race, the bridge crew is made up of 3 "models."

SECOND IN COMMAND: Captain, we must retreat.

CAPTAIN: We leave and those colonists are dead.

SECOND: We stay and they die hours later. The Hive Ships will track them down and... consume them along with us.

The CAPTAIN thinks for a moment. He rubs his chin, Kirk style. "Dammit. Order the-"

THIRD: CAPTAIN, multiple inbound signatures.

CUT TO SPACE: Warping in are a group of heroes, flying in formation around a badass little ship. (Something like the Defiant)

CUT TO LOKK Command Ship. On the view screen is Enkidu, a super-intelligent Gorilla from Savage Titan. Enkidu wears glasses perched on his nose and has a bandolier of tools ending in a big pouch (like Chewbacca's, but his are covered in tools, not clips.)

ENKIDU: Greetings, LOKK Fleet. This is the Excelsior. We are here to assist. Cover the evacuating colonists. We will cover you.

LOKK SECOND: Captain, they are a single ship, with four meta-beings.

LOKK THIRD: Captain, those four signatures are registering more power than half of our fleet.

The Captain smiles.

CAPTAIN: Thank you Excelsior.

Cut to the command deck of the EXCELSIOR. Enkidu is standing at the command post (like where Nick Fury stood on the Helicarrier or where Commander Shepard stands on the Normandy. Other gorillas are manning the other stations. They've got similar bandoliers, but Enkidu's is gold, showing he's the Apex Ape.

ENKIDU: Ladies and gentlemen, you know what to do.

In space, the four fliers are:

TEMPEST SHEPARD, ION GUARDIAN from Earth: She's scarred from battle but going total badass on the ships. She throws spheres of golden energy like a baseball pitcher, and each sphere tears through a ship.

ODYSSEY, a near-human alien with the standard Flight Invulnerability Strength and Speed, but on a cosmic scale . She tears ships in half and beams just bounce off her.

MARAUDER, a battlesuit hero - the battlesuit is big and bulky, like Iron Man's Hulkbuster armor. There's a giant cannon running along his arm, just as long and almost as thick. The cannon glows brightly and a huge energy beam punches through ships. Maneuvering jets have him sliding through screens of Hive fighters like they were in slow motion.

OUTRIDER, the Quantum Magician: He looks like the Babylon 5 Techno-Mages. Robes covered with arcane symbols and circuitry. He is standing on an asteroid and gestures with a staff. As he does, other asteroids accelerate to near light speed and slam into the giant Hive Command Carrier. At first, they bounce off of the ship's shields, but then the shields shatter under the bombardment.

OUTRIDER: I've disabled the shields on the command carrier.

CUT TO the bridge of the Excelsior.

ENKIDU: Team Two, Transit now.

CUT TO the interior of the COMMAND CARRIER. In a flash of blue light, a group appears. There's a squad of Ape Soldiers, each carrying BIG GUNS. At the front of the team are, Shamus Starhawk, Galactic Gumshoe (imagine Tars Tarkas dressed like Sam Spade - he's got blasters in each of his 4 arms) and Pulsar Dragon, a human martial artist wearing a gi made out of the same starfield stuff that Star Boy of the Legion wears. She's holding a staff.

SHAMUS: We're in. Heading for the engine room.

In swarms a bunch of bug-aliens. The apes open fire. Shamus opens fire, targeting different bugs with each blaster. Pulsar Dragon glows with a chi energy aura and wades into the bugs. Whenever she strikes something, there's a flash of green chi energy.

CUT TO: Interior of the Black Harvest's Queenship. A drone is standing next to the Queen (who is eclipsed in shadow). They are watching all this on a holo-monitor.

DRONE: These Guardians may be trouble, my lady.

QUEEN: They will fail. ... They will fall.

The Queen leans forward into the light. She's an HR Giger nightmare.

QUEEN: And the Harvest will continue.

Thursday, August 16, 2012

Smallville Season 10 - Green Arrow [MHR]

Oliver Queen / Green Arrow

Solo d10 Buddy d6 Team d8

Distinctions:
Assembling a Team
Playboy by Day, Vigilante By Night
World's Greatest Archer

Power Sets: 

Constant Training
Enhanced Reflexes d8,  Enhanced Stamina d8
SFX: Focus. If your pool includes a Constant Training power, you may replace two dice
of equal size with one stepped-up die.
SFX: Second Wind. Before you make an action including a Constant Training power, you
may move your physical stress die to the doom pool and step up that Constant Training power for this action.
Limit: Exhausted. Shutdown any Constant Traning power to gain 1 PP. Activate an opportunity or participate in a Transition Scene to recover that power.

Tricked Out Bow
Weapon d8, Zipline d6 
SFX: Knockout Gas Arrow. Target multiple opponents. For every additional target, add d6
to your pool and keep +1 effect die.
SFX: Explosive Arrow. Step up or double Weapon for one action. If the action fails, add
a die to doom pool equal to the normal rating of your power die.
Limit: Gear. Tricked Out Bow and gain 1 PP. Take an action vs. doom pool to recover.

Specialties:
Acrobatic Master d10, Business Expert d8, Combat Master d10, Covert Master d10, Crime Expert d8, Menace Expert d8, Tech Expert d8, Vehicle Expert d8

Milestones:

The World Needs Heroes
1 xp when you talk to another metahuman about joining The Team.
3 xp when you aid a prospective member of the team, either in a combat or transition scene.
10 xp when you convince the hero to join The Team or reject them.

Money Is Like a Super-Power
1 xp when you use your Business Expert in a conflict.
3 xp when you exploit another character’s business holdings or resources.
10 xp when you choose to either seize another character’s business assets or surrender your own to them.

Smallville Season 10 - Lois Lane [MHR]

Lois Lane

Solo d10 Buddy d8 Team d6

Distinctions:
Has to Get The Story
Clark is the One
Army Brat

Power Sets
I Can Handle Myself
Enhanced Reflexes d8, Enhanced Senses d8
SFX: Take A Fall Spend 1 PP to take physical stress intended for a nearby ally or
friend.
Limit: Exhausted. Shutdown any I Can Handle Myself power to gain 1 PP. Activate an
opportunity or participate in a Transition Scene to recover that power.

Specialties:
Business Expert d8, Combat Expert d8, Covert Expert d8, Crime Expert d8, Psych Master d10

Milestones: 

Getting The Story
1XP When you talk about an article you're working on or talk to a contact to get information from them.
3 XP When you put yourself in physical danger to get the story.
10 XP When you either get the story to press first or kill it because it would reveal a friend's secret.

Behind Every Superman....
1 XP When you talk to Clark about his destiny as a hero.
3 XP When you help Clark recover from stress or trauma during a Transition Scene
10 XP When Clark adopts one of your suggestions about his destiny. (I.E. Wearing glasses all the time, the whole klutzy act.)

Notes: Lois has been a real tricky character to write up. For one thing, she's certainly considered an equal by Clark, Oliver and other members of the "Junior Lifeguards", so she should be a fully playable PC. On the other hand, she doesn't have real super-powers and usually gets knocked out so that Clark can do his thing.

Tuesday, July 31, 2012

Smallville Season 10: Locations (MHR)

 Sorry to have left this idle for so long. I had the flu and anything requiring more mental effort than watching TV just wasn't going to happen. 
  • Daily Planet: The Daily Planet building is known for it's trademark BIG GLOBE ON THE ROOF, which tends to get knocked off or blown up. Lois and Clark often use the ARCHIVED OLD ISSUES or the TOP OF THE LINE COMPUTER NETWORK to dig out facts. And, lest it be forgotten, the publisher's office has a SECRET ESCAPE SLIDE.
  • Fortress of Solitude: HIDDEN NEAR THE NORTH POLE, the Kryptonian Fortress is home to KRYPTONIAN SUPER-TECHNOLOGY (most often, the ECHO OF JOR-EL that has been trying to mold Clark into the hero he will become).
  • Kent Farm: The Kent farm is the place where Clark and company come TO REST AND RECOVER. It's also where Clark keeps his SECRET STASH OF KRYPTONIAN GIZMOS.
  • LuthorCorp Headquarters: At the start of the season, LuthorCorp is co-owned by Tess Mercer and Oliver Queen. Tess seems to work both at LuthorCorp and at the Daily Planet (presumably so she can keep an eye on Clark). Still, there's plenty of LUTHORCORP SCIENCE PROJECTS, a STATE OF THE ART SECURITY SYSTEM and all sorts of HIDDEN ROOMS where Luthors can hide and plot evil deeds. 
  • Watchtower: Home to the "We aren't calling it the Justice League yet", the Watchtower has BLEEDING EDGE COMPUTER TECHNOLOGY and ACCESS TO NETWORKED SATELLITES. It's also got a MEDICAL LAB for the injured super-heroes and a SCIENCE LAB so they can study the weird stuff they find. The tower is protected by THE BEST SECURITY SYSTEM MONEY CAN BUY and that NOBODY KNOWS it's a meeting group for a bunch of young metahuman heroes.

Monday, July 23, 2012

Smallville Season 10 - Clark Kent [MHR]

Clark Kent / The Blur

Solo d10 Buddy d8 Team d6

Distinctions:
Destined to be the World's Greatest Hero
Lois Is The One
Son of Smallville or Son of Krypton

Power Sets: 

Kryptonian Abilities
Heat Vision d8, Superhuman Durability d10, Superhuman Leaping d10, Superhuman Reflexes d10, Superhuman Senses d10 (Vision, Hearing), Superhuman Speed d10, Superhuman Stamina d10, Superhuman Strength d10

SFX Invulnerable Spend 1 PP to ignore physical stress or trauma results unless caused by Magic or Kryptonite Attacks.
SFX Multipower Use two or more Krytonian Abilities powers in your die pool, at -1 step for each additional power.
SFX: Unleashed. Step up or double any Kryptonian Abilities power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
Limit Power Loss. In the presence of blue kryptonite or while affected by red sun energy, shut down Kryptonian Abilities power set and gain 1 PP. Activate an opportunity to recover.
Limit Green Kryptonite In the presence of Green Kryptonite, shut down Kryptonian Abilities power set and take d6 physical stress per turn. Activate an opportunity to recover.
Limit Red Kryptonite. In the presence of Red Kryptonite, add a Complication: Base Instincts d6. An ally must activate an opportunity to recover.

Milestones:

Jor-El's Trials
1xp When a heroic or Watcher character urges Clark to embrace or reject his destiny to become the world's greatest hero.
3xp When you take Emotional stress as a consequence of embracing your destiny.
10xp When you finally put on the Red and Blue Suit Martha Kent made for you or reject it forever.

Keeping Secrets
1xp When you make a lame excuse to get away from someone you care about to go do something as The Blur.
3xp When you take Emotional stress as a consequence of keeping your identity secret from someone you care about.
10 xp When you reveal your abilities to someone or completely alienate them due to your habit of keeping secrets. 

Sunday, July 22, 2012

Smallville Season 10 Event Overview (Marvel Heroic Roleplaying)

"Always hold on to Smallville." -Jonathan Kent, Smallville Season 10, Finale Part 2

So, my stalker-like fandom of Margaret Weis Productions RPGs started with Smallville. In fact, the game itself reignited my love of the show, and I fell back into it just in time for the awesome season 10. So now, I cross the streams and write up Smallville Season 10 as a Marvel Heroic Adventures Event. I'll be filling in the blanks as I go along.


Factions
  • Apokolips
  • Justice League
  • LuthorCorp
  • the Suicide Squad
  • VRA
Locations: 
  • Daily Planet
  • Fortress of Solitude
  • Kent Farm
  • LuthorCorp Headquarters
  • Watchtower
Event Milestones

Act One: The Vigilante Registration Act

Act Two: Apokolips, Now

Hero Datafiles
Watcher Datafiles
  • Aquaman / Arthur Curry
  • Blue Beetle / Jamie Reyes 
  • Booster Gold / Michael Carter
  • Black Canary / Dinah Lance
  • Cat Grant
  • Clark Luthor
  • Connor Kent 
  • Deadshot
  • Desaad 
  • Emil Hamilton
  • General Sam Lane
  • General Slade Wilson
  • Gordon Godfrey 
  • Granny Goodness
  • Hawkman / Carter Hall 
  • Isis 
  • Impulse / Bart Allen
  • Lex Luthor
  • Lex Luthor Unstable Clones
  • Lionel Luthor (Earth-2)
  • Lt Trotter
  • Lucy Lane
  • Mad Harriet
  • Martha Kent
  • Mera
  • Rick Flag
  • Stargirl / Courtney Whitmore
  • Supergirl / Kara Kent 
  • Warp / Emil LaSalle
  • Zatanna Zatara

Saturday, July 21, 2012

Campaigns I'd Like to Run - Marvel: Days That Have Come To Pass

I am not ashamed to admit that I am not a fan of Mark Millar's work (with the sole exception being his brief run on Superman Adventures, the comic based on Superman: The Animated Series). But I am a fan of the new Marvel RPG (gee, ya think, how many non MHR posts are there so far, hmm), and I bought the Civil War Sourcebook.

And, as I am wont to do, it had me thinking, "how would I run Civil War?" Well, first off, Reed Richards and Tony Stark don't become evil masterminds who are cool wutgh sticking their friends in a Negative Zone Gulag. And then I thought, well, hmm. What's the SHRA going to say? Is it the "join the Initiative or say hello to Prison 42" version or the "If you want to be a super-hero, you have to reveal your secret ID to SHIELD (who will theoretically keep it secure) and take some training classes" version?

Well, if it's the later, then there's no big conflict. When I started thinking about it, a majority of Marvel's cast don't bother with secret IDs. The only ones I can come up with are: Spider-Man, Daredevil and the Young Avengers. Most of the Avengers don't, the FF and X-Men don't bother either. Thor has one, but he's also gone for long stretches of time without one.

So the more draconian one makes for higher stakes, and for a more unified front. So here's how I'd do it.

Act 1: The New New Warriors accidentally blow up an innocent little town. The American people decide they are sick and tired of reckless vigilantes and demand that the government do something. Henry Gyrich and Tony Stark testify to Congress about the pros and cons. Tony starts to get concerned, so he, Danny Rand, Kyle Richmond and Warren Worthington III (if he still has money) back a dumptruck full of money to the law firm of Nelson, Murdock and Walters, and plan a legal defense. Despite their best efforts, the SHRA passes. Rachel Summers regains some of her memories and realizes that the Days of Future Past are starting right now.

Act 2: There's a grace period between passage and when the supers have to register. Cap says folks should do what they think is right. Tony says he's got an appeal in the works. But midnight comes and all the heroes who don't register are attacked by Sentinels, reprogrammed to hunt down any super being and costumed heroes.The X-Mansion is surrounded by a  bajillion Sentinels "for the mutants own protection." Registered heroes who assist unregistered vigilantes are getting arrested. Additionally, the Thunderbolts undergo a massive recruiting drive and are put in charge of hunting down heroes. Fortunately, the smart heroes can build a gizmo that messes with Sentinel programming, so the only way the Sentinels can find the heroes is by catching them in the act of heroism.

Act 3: It's a final showdown against the Master Mold, an army of Sentinels, the Thunderbolts and the Secret Masters who had been organizing this all along. Not sure who - Skrulls, Hydra, AIM, some new faction, etc.Also, maybe I'd run this someday.

Thursday, July 19, 2012

PS238 - The Human Alloy [MHR]

The Human Alloy / Wayne Miller

Solo d4 Buddy D8 Team d6

Distinctions: Science Teacher, Retired Superhero, Just a Geek

Power Sets: 
Made of Metal
Enhanced Durability d8, Enhanced Strength d8, Enhanced Stamina d8, Transmutation d10
SFX:
Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused by mystical  or magnetic attacks.
Limit:  Heavy Metal. On a magnetic attack, or while swimming, change any Made of Metal power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

PS238 Teacher Training 
Psychic Resistance d8
SFX: Focus. If a pool includes a PS238 Teacher Training power, you may replace two dice of equal size with one die +1 step larger.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown PS238 Teacher Training. Recover PS238 Teacher Training when you recover that stress or wake up. If you take emotional trauma, shutdown PS238 Teacher Training until you recover that trauma.

Specialties: 
Science Expert d8

Notes: One of the things I love about the Human Alloy is that he's an unashamed geek. When Wil Wheaton (1) came to PS238 for career day, he had Wil sign a bunch of posters and DVDs and he made sure to steer the kids Wil's way.

(1) In the PS238 Universe, Wil Wheaton has telekinetic powers and was responsible for a lot of the special effects on the show.

Wednesday, July 18, 2012

PS238 - Coach Rockslide (MHR)

Coach Rockslide

Solo d6 Buddy D8 Team d4

Distinctions: Big Rock Guy, Protects the Kids, Can Do Attitude

Power Sets: 
Made of Rock
Superhuman Durability d10, Godlike Strength d12, Superhuman Stamina d10
SFX: Seismic Stomp. Against multiple targets, for each additional target add d6 and keep an additional effect die.
SFX:
Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused
by mystical attacks.
Limit: Big Boulder of a Man. Add a complication equal to any Made of Rock power to an opposing
dice pool to gain 1 PP.

PS238 Teacher Training 
Psychic Resistance d8
SFX: Focus. If a pool includes a PS238 Teacher Training power, you may replace two dice of equal size with one die +1 step larger.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown PS238 Teacher Training. Recover PS238 Teacher Training when you recover that stress or wake up. If you take emotional trauma, shutdown PS238 Teacher Training until you recover that trauma.

Specialties: 
Combat Expert d8
Psych Expert d8

Tuesday, July 17, 2012

PS238 - Spell Syrin (MHR)

Spell Syrin

Solo d8 Buddy D4 Team d6

Distinctions: Loves Playing With Illusions, This Is Not Hogwarts, PS238 Teacher

Power Sets:  
Ancient Sorceress 
Enhanced Durability d8, Enhanced Stamina d8, Illusions d10, Mystic & Psychic Resistance d10, Mystic Blast d8, Mystic Senses d10, Master Sorcery d10, Teleport d10
SFX: Area Attack. Against multiple targets, for each additional target add d6 and keep an additional effect die.
SFX: Mental Illusions. When creating illusion-based assets, add a d6 to your dice pool and step up your effect die.
Limit: Exhausted. Shutdown any Ancient Sorceress power and step up lowest doom die or add d6 to the doom pool. Recover power by activating an opportunity.

Specialties: 
Cosmic Master d10
Mystic Master d10
Psych Expert d8


Notes: While Miss Imperia is a centuries old and very powerful sorceress, I never got the impression that she had the powers (or duties) of a Dr Strange or Dr Fate, who I'd both put at d12.

Monday, July 16, 2012

PS238 - Micro-Might (MHR)

I had the best of intentions of keeping the blog up to date while I was on vacation. We see how well that turned out.And now, the elementary school teacher I wish I had, Miss Kyle.

Micro-Might

Solo d4 Buddy D6 Team d8

Distinctions: Experienced Teacher, I Never Thought I'd Have to Wear This Costume Again, The Kids Love Her

Power Sets: 
Density Increase
Superhuman Durability d10, Superhuman Strength d10
SFX: The Smaller She Gets - The Stronger She Gets: Step up or double any Density Increase power for one action. If the action fails, spend a doom die equal to or larger than the normal rating of that power die.





Limit: Exhausted. Shut down Density Increase power to step up the lowest die in the doom pool or add a d6 doom die. Activate an opportunity to recover.

PS238 Teacher Training 
Psychic Resistance d8
SFX: Focus. If a pool includes a PS238 Teacher Training power, you may replace two dice of equal size with one die +1 step larger.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown PS238 Teacher Training. Recover PS238 Teacher Training when you recover that stress or wake up. If you take emotional trauma, shutdown PS238 Teacher Training until you recover that trauma.

Specialties: 
Psych Master d10

Notes: For the record, even when she had increased her density so much that she became unable to move, she was only the size of one of her students, so she doesn't really have the shrinking power. 

Sunday, July 8, 2012

PS238 - Doctor Positron (MHR)

Doctor Positron

Solo d4 Buddy D6 Team d8

Distinctions: Chief Researcher In Residence, Robot Family Of Five, Student of Humanity

Power Sets: 

Robot Chassis:
Enhanced Strength d8, Enhanced Durability d8, Senses d10, Psychic Resistance d8, Stretching d6, Electric Blast d8
SFX: Computerized Intellect. When creating intellect-related assets, add a d6 and step up the effect die.
SFX: Immunity. Spend 1d6 from the Doom Pool to ignore stress, trauma or complications from environmental hazards.
SFX: Overcharge. Step up or double Electric Blast on your next roll, or spend 1 PP to do both, then shutdown Electric Blast. Recover power by activating an opportunity or during a Transition Scene.
Limit: Burnout. On a magnetic attack, change any Robot Chassis  power into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover the power.

Specialties: 
Cosmic Expert d8
Science Expert d8
Tech Expert d8

Friday, July 6, 2012

PS238 - Principal Cranston (MHR)

Principal Alfred Cranston
 
Solo d6 Buddy d4 Team d8

Distinctions: Former President of the United States, Keeps the School Running, Can handle super-parents

Power Sets:

Vast Psychic Powers
Mind Control d10, Psychic Blast d8, Psychic Resistance d10, Telepathy d10
SFX: Multipower. Use two or more Vast Psychic powers in your dice pool, at
–1 step for each additional power.

SFX: Focus. If a pool includes a Vast Psychic power, you may replace two dice of equal size with one die +1 step larger.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Vast Psychic power. Recover when you recover that stress or wake up. If you take emotional trauma, shutdown until you recover that trauma.

Specialties: 
Business Master d10
Psych Master d10


Just a note, when Principal's psychic powers are blocked (except for Psychic Resistance) due to a headband he volunteered to wear after his powers were discovered and he retired as President. It's got both technological and mystical safeguards to keep it from coming off.

Thursday, July 5, 2012

PS238 - Hershel Clay / Mantium (MHR)

This is the first of my PS238 writeups. I'm planning on doing the faculty as Watcher characters and the kids get the full Hero Writeup. I'm also noodling with adding another rank for abilities like strength and such, "Adult", with Kids getting a d4 as their default stunt die. Thoughts?

Hershel Clay / Mantium
Solo d8 Buddy d6 Team d4

Distinctions: Genius Inventor, Can't Resist Tinkering with Tech, Teacher at PS238

Power Sets: 

Mantium Armor
Enhanced Strength d8, Enhanced Stamina d8, Superhuman Durability d10
Blast d8, Boot Jets d6
SFX: Immunity. Spend 1d6 from the Doom Pool to ignore stress, trauma or complications from environmental hazards.
Limit: Gear. Gear. Shutdown Mantium Armor and step up or add d6 to the doom pool. Spend d6 from the doom pool to recover.

PS238 Teacher Training 
Psychic Resistance d8
SFX: Focus. If a pool includes a PS238 Teacher Training power, you may replace two dice of equal size with one die +1 step larger.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown PS238 Teacher Training. Recover PS238 Teacher Training when you recover that stress or wake up. If you take emotional trauma, shutdown PS238 Teacher Training until you recover that trauma.

Specialties: 
Business Expert d8
Psych Expert d8
Science Expert d8
Tech Master d10
Vehicle Expert d8


Wednesday, July 4, 2012

The Force Of July

The Force of July

These guys started out as ultra-right wing villains that Batman and the Outsiders fought. Later, when John Ostrander was writing Suicide Squad, all of the government-sponsored supers fought then teamed up during the Janus Directive crossover. Most of these guys didn't make it out alive, but Ostrander made Major Victory likeable in his own way. Then, when Keith Giffen needed some bodycount for the Eclipso miniseries, Major Victory snuffed it. They weren't a powerful set of foes, usually relying on surprise and opponents being unfamiliar with them to gain initial victories before the heroes rallied and beat the snot out of them.

Here they are:

Major Victory

Team d8  Buddy d6  Solo d4

Distinctions: My Country - Right or Wrong, Respect Authority, Lead by Example

Power Sets: 

Enhancer Suit:
Subsonic Flight d8, Superhuman Strength d10, Superhuman Durability d10, Blast d8
SFX: Invulnerable. Spend d6 from the doom pool to ignore physical stress or trauma.
LIMIT: The Power is in the Suit. If Major Victory takes physical trauma, Shutdown highest rated power and add 1d6 to the Doom Pool.

Specialties: Combat Expert d8, Menace Expert d8

Lady Liberty

Team d8 Buddy d4 Solo d6


Distinctions: My Country Tis of Thee,  Loves Major Victory, Femme Fatale

Power Sets:

Torch of Liberty:
Blast  d8, Light Control d8
SFX: Double any Torch of Liberty power for one action. If the action fails, spend a doom die equal to or larger than the normal rating of the unleashed die.
Limit: Exhausted. Shut down any Torch of Liberty power to step up the lowest die in the doom pool or add a d6 doom die. Activate an opportunity to recover.

Specalties: Psych Expert d8

Mayflower

Team d8 Buddy d6 Solo d4

Distinctions: This land is MY LAND, Team Player

Power Sets:

Plant Control: 
Plant Mastery d10, Weapon d6
SFX: Grapple. Add d6 and step up effect die by +1 when inflicting a plant-related complication
on a target.
SFX: Flower Powers. When creating plant-related assets, add d6 and step up effect die by +1.
Limit: Exhausted. Shutdown Plant Control to step up the lowest die in the doom pool or add a d6
doom die. Activate an opportunity to recover.

Silent Majority (1)

Team d6 Buddy d4 Solo d8

Distinctions: Follows Orders, Majority Rules
 
Power Sets: 

Duplication: 
Duplication d10
SFX: Area Attack. Target multiple opponents. For each additional target, add d6 and keep +1 effect die.
SFX: Army of One. Spend one Doom Die and add Duplicate d8 to a dice pool.
Limit: Exhausted. Shutdown Duplication to step up the lowest die in the doom pool or add a d6
doom die. Activate an opportunity to recover.

Sparkler

Team d6 Buddy d8 Solo d4

Distinctions: Overconfident, Bratty Teenager, "Yes sir, Major Victory."

Power Sets: 

Human Fireworks:
Fireworks d8 Blast d8 Subsonic Flight d8
SFX: Area Attack. Target multiple opponents. For each additional target, add d6 and keep +1 effect die.
Limit: Exhausted. Shutdown Human Fireworks to step up the lowest die in the doom pool or add a d6 doom die. Activate an opportunity to recover.

(1) Thanks to the Plot Points Website for showing me how to do a duplicator.

Sunday, July 1, 2012

Scarlet Spider (MHR)

The Scarlet Spider (Kaine Parker)

Solo d10 Buddy d8 Team d6

Distinctions:

In search of redemption
All of the power, none of the responsibility
(Very) Reluctant Hero

Power Sets:

Clone of Spider-Man
Enhanced Senses d8, Enhanced Stamina d8, Superhuman Reflexes d10, Superhuman Strength d10 Web-Slinging d8, Wall-Crawling d8
SFX: Grapple. When inflicting a web-related complication on a target, add d6 and step up your
effect die.
SFX: Stinger. Step back the highest die in your attack action pool to add d6 and step up physical stress inflicted.
SFX: Mark of Kaine. When inflicting a Wall-Crawling complication on a target, add d6 and step up your effect die.
SFX: Web Constructs. When creating web-related assets, add d6 and step up your effect die.
Limit: Exhausted. Shutdown any Clone of Spider-Man power to gain 1 PP. Activate an opportunity to recover or during a Transition Scene.

Scarlet Spider Suit
Invisibility d8
SFX: Immunity. Spend 1 PP to be immune to Sonic damage.
Limit: Recharge Shutdown any Scarlet Spider Suit power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties: 

Acrobatic Expert
Combat Master
Covert Expert
Crime Expert
Menace Master

Milestones:

Seeking Redemption (Badly)
1 XP  When an opportunity for heroism presents itself.
3 XP When you attempt to use villainous methods during a heroic act.
10 XP When you succeed at a major heroic act in spite of your villainous instincts.

Can't Escape The Past 
1 XP When you declare a villain or hero as an old foe.
3 XP When you take trauma from your chosen foe.
10 XP When you defeat your chosen foe via heroic or via villainous means.

Saturday, June 30, 2012

The Great And Powerful Turtle (MHR)

And now, from Wild Cards (or as I call it, "the stuff George R R Martin should be working on instead of fantasy doorstops).

THE GREAT AND POWERFUL TURTLE

Solo d10 Buddy d8 Team d6

Distinctions: 

Hiding in his Shell
The Strongest Ace In The World
Hard Luck Hero

Power Sets:

The Most Powerful Telekinetic in the World
Flight d6
Godlike Telekinesis d12
Telekinetic Smash d8
SFX: Unleashed. Step up or double any Most Powerful Telekinetic in the World power
for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Grapple. Add d6 and step up your effect die +1 when inflicting a complication on a target
SFX: Area Attack. Target multiple opponents. For everyadditional target, add d6 to your pool and keep +1effect die.
LIMIT: Ace. Step up or add d6 to the doom pool when affected by Wild Card-specific Milestones and tech.
LIMIT: Confidence Based. Outside of his shell, shutdown The Most Powerful Telekinetic in the World and game 1 PP. Take an action vs the doom pool to recover.

Turtle Shell (a VW bug with battleship steel plating)
Superhuman Durability d10
A Video Store's Worth of A/V Gear d6
SFX: Immunity Spend 1 PP to ignore stress, trauma, or complications from environmental effects or concussion damage.
 Limit: Gear. Shutdown Turtle Shell and gain 1 PP. Take an action vs. the doom pool to recover gear.
 Limit: Big as a Car. Earn 1 PP if the large size of the Turtle Shell hinders Turtle.

Specalties: 


Menace Expert
Science Expert
Tech Expert

Milestones:

Wild Card Rights Activist (borrowed from Princess Stacey on rpg.net)
1 XP When you voice concern for Wild Card rights
3 XP When you take stress to help Wild Cards
10 XP When your defense of Wild Cards poses a threat to your team or your family, or when you choose to let Wild Cards be harmed in order to avoid posing a threat to your team or family.

Secret Identity in a world of public super-heroes
1 XP: When having a duel ID is first mentioned.
3 XP: When you take Emotional Stress due to your double identity
10XP: When you give up being the Turtle due to "real world" happiness or when you give up on happiness to maintain your dual identity.

Friday, June 29, 2012

Harry Dresden (MHR)

HARRY DRESDEN (as of Proven Guilty)


Solo d10 Buddy d8 Team d6

Distinctions:

The Only Wizard in the Chicago Phone Book
Hard on the Architecture
Hard Boiled

Power Sets:

Wizard Physiology
The Sight d8
Enhanced Stamina d8
Hexing d10
SFX: The Sight Is Dangerous Add a doom die to your next action including a Wizard Physiology power. After your action, step up the doom die and return it to the doom pool.
LIMIT: Exhausted,  Shutdown any Wizard Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
LIMIT: Wizard. Earn 1 PP when affected my magical Milestones and effects. (This can also be used to cover when Harry hexes things he really didn't want to.)

Wizard of the White Council
Sorcery Adept d8
Blasting Rod d8
Enchanted Coat d10
Kinetic Ring d8
SFX:  Thaumaturgy When using a stunt to create magical assets or complications, add
a d6 and step up your effect die.
SFX: Evocation. Step up or double any Wizard of the White Council power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Collateral Damage. Instead of spending 1 PP, add d6 to the doom pool to create a Wizard of the White Council stunt.
SFX: Bob The Skull.  When you create a Mystic related resource or stunt, step up the lowest doom die to step up the stunt or resource.
LIMIT: Exhausted.  Shutdown any Wizard Physiology power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
LIMIT: A Wizard Needs His Tools. Shutdown Wizard of the White Council and gain 1 PP. Take an action vs. doom pool to recover.

Specialties: 

Covert Expert
Menace Expert
Mystic Expert

Milestones:

The Laws of Magic
1 xp first time explaining why he can't do something because of the Laws.
3 xp Coming up with a loophole in the Laws / Skirting the edge of the Laws.
10 xp Intentionally breaking one of the Laws or letting someone come to harm when it could have been prevented by breaking a law.

Hard Boiled
1xp first time Harry agrees to help someone in need.
3xp When Harry takes any Stress for his client.
10xp When Harry wraps up a case.

Commander Shepard (MHR)

So, making Marvel Heroic Roleplaying characters is quick and fun, so I'll be doing a LOT of those. In honor of the recent DLC, here's Mass Effect's Commander Shepard. Vanguard was my class of choice, but I've included options for other versions. 

COMMANDER SHEPARD

Solo d8 Buddy d6 Team d10

Distinctions:

Touched by the Protheans
The First Human Spectre
Commander of the Normandy

Power Sets:


N7 Gear
Guns d8
Armor d10
Omni-Tool d8
SFX: Area Attack. (Grenades) Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Boost (Heavy Weapons) Shutdown highest rated N7 Gear power to step up another N7 Gear power by +1. Recover power by activating an opportunity or during a Transition Scene.
Limit: Gear. Shutdown a N7 Gear power and gain 1 PP. Take an action vs the doom pool to recover.

Biotic Implants
Barrier d8
Biotic Field Control d8
Blast d8 (Warp)
Teleport d6
SFX: Afflict. Add a D6 and step up your effect die by +1 when inflicting Biotic Field complication on a target.
SFX: Area Attack. (Shockwave) Target multiple opponents. For every additional target, add d6 to
your pool and keep +1 effect die.
SFX: Explosive Charge [1] Add 1d6 and keep an additional Effect die for each additional target. Step back Teleport to d4 and Blast to d6.
LIMIT: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Biotic Implants. Recover Biotic Implants when you recover that stress or wake up. If you take physical trauma, shutdown Biotic Implants until you recover that trauma.

[1] Works as a combination of Area and Multipower.

Specialties:

Combat Master
Cosmic Expert
Covert Master
Psych Expert
Vehicle Expert (Possibly - I was pretty bad in the Mako and hovercraft)

Milestones:


The Reapers are going DOWN
1 xp - First contact with Reaper, Prothean or Collector technology
3 xp - First victory against Reaper agents.
10 xp - Major victory (or loss) against the Reapers.

I'm Putting a team together1 xp - when you first lead a team
3 xp - when first defeat a foe without anyone on the team taking stress.
10 xp - when you first fully gain a teammate's loyalty (personal mission in ME1 or ME3, Loyalty mission in ME2) or when you send a member of your team to their death.

Variations:

Renegade: Swap Psych Expert for Meance Expert
Soldier: Drop biotics. Bump Guns and Armor up one step.
Engineer: Add Medical, Tech and Science Expert . Bump Armor and Omni-Tool up one. Refer to Shadowcat's writeup of Lockheed to see how to do the Combat Drone.
Adept: Bump biotic powers up, drop Charge.

Thursday, June 28, 2012

Who am I?

My name's Rick Jones. (Yes, like the Hulk's buddy.) I like role-playing games. I'm going to ramble about role-playing games. A LOT.